The windows package binary seems to have invisible walls/granite/magma/etc. I've changed the visuals ingame to default by the visuals menu (very tedious), and now I have all the walls looking like '#'s. I prefer playing with solid block walls but don't quite know how. This is also the first time playing animeband in Vista so that might be contributing to the problem.

The windows package binary seems to have invisible walls/granite/magma/etc. I've changed the visuals ingame to default by the visuals menu (very tedious), and now I have all the walls looking like '#'s. I prefer playing with solid block walls but don't quite know how. This is also the first time playing animeband in Vista so that might be contributing to the problem.

Yep, this is a standard Vista feature. The less tedious fix is to delete font-win.prf from the lib\pref folder.

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One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.

Pyrotechnics (and the entire sentai movelist) has weird properties. It doesn't use the "previous target" option (neither does cosplayer mimic skill or ninja transform skill) and if there is no visible target, the player can target almost anywhere on the screen and do weird things like teleport past walls to unexplored areas and, teleport beyond the targeting range. I'm no coder, but I'll hazard a guess to the crash. Maybe the move is teleporting the PC and monster to the same location, or maybe its having problems drawing something to the screen since I'm not seeing the grey area effect cloud of the move(has this been removed?).

Pyrotechnics (and the entire sentai movelist) has weird properties. It doesn't use the "previous target" option (neither does cosplayer mimic skill or ninja transform skill) and if there is no visible target, the player can target almost anywhere on the screen and do weird things like teleport past walls to unexplored areas and, teleport beyond the targeting range. I'm no coder, but I'll hazard a guess to the crash. Maybe the move is teleporting the PC and monster to the same location, or maybe its having problems drawing something to the screen since I'm not seeing the grey area effect cloud of the move(has this been removed?).

The only changes I made were to fix straightforward compiler errors and the compile system (the files ending up at the wrong place was basically a name switch in the install script), so gameplay-wise, nearly nothing should have changed.

So I fiddled with sentai moves a bit. When no targets are visible, it's possible to effectively target invisible monsters:

Targeting the unseen monster is identified as open space (or similar). Yet Pyrotechnics can hit the monster despite (a) being unseen and (b) being behind a wall, leading to (c) teleporting through the wall. I've also done similar with targeting yet-to-be-seen monsters on the other side of the level and warping way too far for what the move should allow. I think this is what you discovered as well. Clearly, this is the Wrong Thing.

But, I don't know if this is related to the crash or not. I'll look into sanitizing the relevant moves first, and see if that helps any. Let me know if (and how) you can reliably cause crashes with the glitchy moves in the current release.

EDIT: Addendum: to make it even more broken, during targeting, you can press 'o' for look-mode ("free targeting") and target anything at anytime, instead of only when no monsters are seen.

A little bug :
In the first screen with application's title the version's number is wrong

A little suggestion :
A better description for object
Something more evolved than 'affect your strength' something like '+4 strength' will be better. And a description of the effect stored in object. For example allow illumination every 10 turns.